bevy/crates/bevy_pbr/src/render/mesh_view_bindings.rs

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Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
use std::{array, num::NonZeroU64};
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
use bevy_core_pipeline::{
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
core_3d::ViewTransmissionTexture,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
prepass::ViewPrepassTextures,
tonemapping::{
get_lut_bind_group_layout_entries, get_lut_bindings, Tonemapping, TonemappingLuts,
},
};
use bevy_ecs::{
component::Component,
entity::Entity,
system::{Commands, Query, Res},
};
use bevy_render::{
globals::{GlobalsBuffer, GlobalsUniform},
render_asset::RenderAssets,
render_resource::{binding_types::*, *},
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
renderer::RenderDevice,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
texture::{BevyDefault, FallbackImageCubemap, FallbackImageMsaa, FallbackImageZero, Image},
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
view::{Msaa, ViewUniform, ViewUniforms},
};
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
use bevy_render::render_resource::binding_types::texture_cube;
#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]
use bevy_render::render_resource::binding_types::{texture_2d_array, texture_cube_array};
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
use crate::{
environment_map, prepass, EnvironmentMapLight, FogMeta, GlobalLightMeta, GpuFog, GpuLights,
GpuPointLights, LightMeta, MeshPipeline, MeshPipelineKey, ScreenSpaceAmbientOcclusionTextures,
ShadowSamplers, ViewClusterBindings, ViewShadowBindings,
};
#[derive(Clone)]
pub struct MeshPipelineViewLayout {
pub bind_group_layout: BindGroupLayout,
#[cfg(debug_assertions)]
pub texture_count: usize,
}
bitflags::bitflags! {
/// A key that uniquely identifies a [`MeshPipelineViewLayout`].
///
/// Used to generate all possible layouts for the mesh pipeline in [`generate_view_layouts`],
/// so special care must be taken to not add too many flags, as the number of possible layouts
/// will grow exponentially.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct MeshPipelineViewLayoutKey: u32 {
const MULTISAMPLED = (1 << 0);
const DEPTH_PREPASS = (1 << 1);
const NORMAL_PREPASS = (1 << 2);
const MOTION_VECTOR_PREPASS = (1 << 3);
const DEFERRED_PREPASS = (1 << 4);
}
}
impl MeshPipelineViewLayoutKey {
// The number of possible layouts
pub const COUNT: usize = Self::all().bits() as usize + 1;
/// Builds a unique label for each layout based on the flags
pub fn label(&self) -> String {
use MeshPipelineViewLayoutKey as Key;
format!(
"mesh_view_layout{}{}{}{}{}",
self.contains(Key::MULTISAMPLED)
.then_some("_multisampled")
.unwrap_or_default(),
self.contains(Key::DEPTH_PREPASS)
.then_some("_depth")
.unwrap_or_default(),
self.contains(Key::NORMAL_PREPASS)
.then_some("_normal")
.unwrap_or_default(),
self.contains(Key::MOTION_VECTOR_PREPASS)
.then_some("_motion")
.unwrap_or_default(),
self.contains(Key::DEFERRED_PREPASS)
.then_some("_deferred")
.unwrap_or_default(),
)
}
}
impl From<MeshPipelineKey> for MeshPipelineViewLayoutKey {
fn from(value: MeshPipelineKey) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.msaa_samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
if value.contains(MeshPipelineKey::DEPTH_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if value.contains(MeshPipelineKey::NORMAL_PREPASS) {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if value.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS) {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if value.contains(MeshPipelineKey::DEFERRED_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
result
}
}
impl From<Msaa> for MeshPipelineViewLayoutKey {
fn from(value: Msaa) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
result
}
}
impl From<Option<&ViewPrepassTextures>> for MeshPipelineViewLayoutKey {
fn from(value: Option<&ViewPrepassTextures>) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if let Some(prepass_textures) = value {
if prepass_textures.depth.is_some() {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if prepass_textures.normal.is_some() {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if prepass_textures.motion_vectors.is_some() {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if prepass_textures.deferred.is_some() {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
}
result
}
}
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
fn buffer_layout(
buffer_binding_type: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<NonZeroU64>,
) -> BindGroupLayoutEntryBuilder {
match buffer_binding_type {
BufferBindingType::Uniform => uniform_buffer_sized(has_dynamic_offset, min_binding_size),
BufferBindingType::Storage { read_only } => {
if read_only {
storage_buffer_read_only_sized(has_dynamic_offset, min_binding_size)
} else {
storage_buffer_sized(has_dynamic_offset, min_binding_size)
}
}
}
}
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
/// Returns the appropriate bind group layout vec based on the parameters
fn layout_entries(
clustered_forward_buffer_binding_type: BufferBindingType,
layout_key: MeshPipelineViewLayoutKey,
) -> Vec<BindGroupLayoutEntry> {
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
let mut entries = DynamicBindGroupLayoutEntries::new_with_indices(
ShaderStages::FRAGMENT,
(
// View
(
0,
uniform_buffer::<ViewUniform>(true).visibility(ShaderStages::VERTEX_FRAGMENT),
),
// Lights
(1, uniform_buffer::<GpuLights>(true)),
// Point Shadow Texture Cube Array
(
2,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_cube_array(TextureSampleType::Depth),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_cube(TextureSampleType::Depth),
),
// Point Shadow Texture Array Sampler
(3, sampler(SamplerBindingType::Comparison)),
// Directional Shadow Texture Array
(
4,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d_array(TextureSampleType::Depth),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d(TextureSampleType::Depth),
),
// Directional Shadow Texture Array Sampler
(5, sampler(SamplerBindingType::Comparison)),
// PointLights
(
6,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(GpuPointLights::min_size(
clustered_forward_buffer_binding_type,
)),
),
),
// ClusteredLightIndexLists
(
7,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(ViewClusterBindings::min_size_cluster_light_index_lists(
clustered_forward_buffer_binding_type,
)),
),
),
// ClusterOffsetsAndCounts
(
8,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(ViewClusterBindings::min_size_cluster_offsets_and_counts(
clustered_forward_buffer_binding_type,
)),
),
),
// Globals
(9, uniform_buffer::<GlobalsUniform>(false)),
// Fog
(10, uniform_buffer::<GpuFog>(true)),
// Screen space ambient occlusion texture
(
11,
texture_2d(TextureSampleType::Float { filterable: false }),
),
),
);
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// EnvironmentMapLight
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
let environment_map_entries = environment_map::get_bind_group_layout_entries();
entries = entries.extend_with_indices((
(12, environment_map_entries[0]),
(13, environment_map_entries[1]),
(14, environment_map_entries[2]),
));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// Tonemapping
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
entries = entries.extend_with_indices((
(15, tonemapping_lut_entries[0]),
(16, tonemapping_lut_entries[1]),
));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
// Prepass
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32")))
|| (cfg!(all(feature = "webgl", target_arch = "wasm32"))
&& !layout_key.contains(MeshPipelineViewLayoutKey::MULTISAMPLED))
{
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
for (entry, binding) in prepass::get_bind_group_layout_entries(layout_key)
.iter()
.zip([17, 18, 19, 20])
{
if let Some(entry) = entry {
entries = entries.extend_with_indices(((binding as u32, *entry),));
}
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
}
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
}
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
// View Transmission Texture
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
entries = entries.extend_with_indices((
(
21,
texture_2d(TextureSampleType::Float { filterable: true }),
),
(22, sampler(SamplerBindingType::Filtering)),
));
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
entries.to_vec()
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
}
/// Generates all possible view layouts for the mesh pipeline, based on all combinations of
/// [`MeshPipelineViewLayoutKey`] flags.
pub fn generate_view_layouts(
render_device: &RenderDevice,
clustered_forward_buffer_binding_type: BufferBindingType,
) -> [MeshPipelineViewLayout; MeshPipelineViewLayoutKey::COUNT] {
array::from_fn(|i| {
let key = MeshPipelineViewLayoutKey::from_bits_truncate(i as u32);
let entries = layout_entries(clustered_forward_buffer_binding_type, key);
#[cfg(debug_assertions)]
let texture_count: usize = entries
.iter()
.filter(|entry| matches!(entry.ty, BindingType::Texture { .. }))
.count();
MeshPipelineViewLayout {
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
bind_group_layout: render_device
.create_bind_group_layout(key.label().as_str(), &entries),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(debug_assertions)]
texture_count,
}
})
}
#[derive(Component)]
pub struct MeshViewBindGroup {
pub value: BindGroup,
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_mesh_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh_pipeline: Res<MeshPipeline>,
shadow_samplers: Res<ShadowSamplers>,
light_meta: Res<LightMeta>,
global_light_meta: Res<GlobalLightMeta>,
fog_meta: Res<FogMeta>,
view_uniforms: Res<ViewUniforms>,
views: Query<(
Entity,
&ViewShadowBindings,
&ViewClusterBindings,
Option<&ScreenSpaceAmbientOcclusionTextures>,
Option<&ViewPrepassTextures>,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Option<&ViewTransmissionTexture>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Option<&EnvironmentMapLight>,
&Tonemapping,
)>,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
(images, mut fallback_images, fallback_cubemap, fallback_image_zero): (
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Res<RenderAssets<Image>>,
FallbackImageMsaa,
Res<FallbackImageCubemap>,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Res<FallbackImageZero>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
),
msaa: Res<Msaa>,
globals_buffer: Res<GlobalsBuffer>,
tonemapping_luts: Res<TonemappingLuts>,
) {
if let (
Some(view_binding),
Some(light_binding),
Some(point_light_binding),
Some(globals),
Some(fog_binding),
) = (
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
global_light_meta.gpu_point_lights.binding(),
globals_buffer.buffer.binding(),
fog_meta.gpu_fogs.binding(),
) {
for (
entity,
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
shadow_bindings,
cluster_bindings,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
ssao_textures,
prepass_textures,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
transmission_texture,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
environment_map,
tonemapping,
) in &views
{
let fallback_ssao = fallback_images
.image_for_samplecount(1, TextureFormat::bevy_default())
.texture_view
.clone();
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let ssao_view = ssao_textures
.map(|t| &t.screen_space_ambient_occlusion_texture.default_view)
.unwrap_or(&fallback_ssao);
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
let layout = &mesh_pipeline.get_view_layout(
MeshPipelineViewLayoutKey::from(*msaa)
| MeshPipelineViewLayoutKey::from(prepass_textures),
);
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let mut entries = DynamicBindGroupEntries::new_with_indices((
(0, view_binding.clone()),
(1, light_binding.clone()),
(2, &shadow_bindings.point_light_depth_texture_view),
(3, &shadow_samplers.point_light_sampler),
(4, &shadow_bindings.directional_light_depth_texture_view),
(5, &shadow_samplers.directional_light_sampler),
(6, point_light_binding.clone()),
(7, cluster_bindings.light_index_lists_binding().unwrap()),
(8, cluster_bindings.offsets_and_counts_binding().unwrap()),
(9, globals.clone()),
(10, fog_binding.clone()),
(11, ssao_view),
));
let env_map_bindings =
environment_map::get_bindings(environment_map, &images, &fallback_cubemap);
entries = entries.extend_with_indices((
(12, env_map_bindings.0),
(13, env_map_bindings.1),
(14, env_map_bindings.2),
));
let lut_bindings = get_lut_bindings(&images, &tonemapping_luts, tonemapping);
entries = entries.extend_with_indices(((15, lut_bindings.0), (16, lut_bindings.1)));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// When using WebGL, we can't have a depth texture with multisampling
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let prepass_bindings;
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32"))) || msaa.samples() == 1
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
{
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
prepass_bindings = prepass::get_bindings(prepass_textures);
for (binding, index) in prepass_bindings
.iter()
.map(Option::as_ref)
.zip([17, 18, 19, 20])
.flat_map(|(b, i)| b.map(|b| (b, i)))
{
entries = entries.extend_with_indices(((index, binding),));
}
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
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};
let transmission_view = transmission_texture
.map(|transmission| &transmission.view)
.unwrap_or(&fallback_image_zero.texture_view);
let transmission_sampler = transmission_texture
.map(|transmission| &transmission.sampler)
.unwrap_or(&fallback_image_zero.sampler);
entries =
entries.extend_with_indices(((21, transmission_view), (22, transmission_sampler)));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
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commands.entity(entity).insert(MeshViewBindGroup {
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
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value: render_device.create_bind_group("mesh_view_bind_group", layout, &entries),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
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});
}
}
}